Vous êtes sur la page 1sur 6

Class Features

Hit Dice: 1d8 per wrestler level


Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per wrestler level after 1st

Proficiences
Armor: None
Weapons: fists,
Tools: Choose one type of
Saving Throws: Charisma, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Performance, or Intimidation
You start with the feat: GRAPPLER
Youve developed the skills necessary to hold your own in close-quarters grappling. You gain the
following benefits:
You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another
grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Creatures that are one size larger than you dont automatically succeed on checks to escape
your grapple.

No-Sell
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC
equals 10 + your Dexterity modifier + your Charisma modifier.

Hand-to-hand Combat
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed
strikes and wrestler weapons, which are any simple blunt melee weapons that dont have the
two-handed or heavy property. You gain the following benefits while you are unarmed or
wielding only wrestler weapons and you arent wearing armor or wielding a shield: You can use
Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and
weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or weapon. This die
changes as you gain wrestler levels, as shown in the Martial Arts column of the wrestler table.
When you use the Attack action with an unarmed strike or a weapon on your turn, you can
make one unarmed strike as a bonus action. For example, if you take the Attack action and
attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you
haven't already taken a bonus action this turn. Certain wrestlers use specialized forms of
weapons. For example, you might use a wooden stool or a club. Whatever name you use for a
wrestler weapon, you can use the game statistics provided for the weapon in chapter 5.

Spots
Starting at 2nd level, your training allows you to utilize wrestling spots. Your access to this is
represented by a number of spots. Your wrestling level determines the number of spots you
have remaining, as shown in the Spot column of the wrestler table. You can spend these points to
fuel various techniques. You start knowing three such features: Pummel, Guard, and
Lightning Reflexes. You learn more techniques as you gain levels in this class. When you spend
a Spot point, it is unavailable until you finish a short or long rest, at the end of which you
regain all spots. You must spend at least 30 minutes of the rest meditating to regain your Spot
points. Some of your techniques require your target to make a saving throw to resist the features
effects. The saving throw DC is calculated as follows:
Spot save DC = 8 + your proficiency bonus + your Charisma modifier
Pummel
Immediately after you take the Attack action on your turn, you can spend 1 Spot point to make
two unarmed strikes as a bonus action.

Guard
You can spend 1 Spot point to take the Dodge action as a bonus action on your turn.
Lightning Reflexes (Oil Up)
You can spend 1 Spot point to take the Disengage or Dash action as a bonus action on your turn,
and your jump distance is doubled for the turn.

Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or
wielding a shield. This bonus increases when you reach certain wrestler levels, as shown in the
wrestler table. At 7th level, you gain the ability to move along vertical surfaces and across rope
on your turn without falling during the move.

Wrestling Style
When you reach 3rd level, you commit yourself to a wrestling tradition.
WWE, Lucha Libre, Sumo (under construction)
Your style grants you features at 3rd level and again at 6th, 11th, and 17th level.

Bull Rush
Starting 3rd level, you can make a bull rush as a standard action. When you make a bull rush,
you CHARGE and attempt to push an opponent straight back instead of damaging him. You can
only bull rush an opponent who is one size category larger than you, the same size, or smaller. If
you succeed, you push the opponent back 5 feet, and 5 feet more per every 5 points your DC
beats your opponent. If you fail, you are pushed back 5 feet. If the space is occupied, you fall
prone where you stand.
Charge: Move up to double your normal movement, but only in a straight line.
Starting at 7th level, you can either spear or clothesline an opponent as part of the bull rush, and
add your weapon damage to the attack. If you spear, your opponent is pushed back an additional
5 feet. If you forearm smash, your opponent falls prone to the ground.

Tavern Brawler
Starting 4th level, you become accustomed to rough-and-tumble fighting using whatever
weapons happen to be at hand, you gain the following benefits:

Increase your Strength or Constitution score by one, to a maximum of 20.


You are proficient with improvised weapons and unarmed strikes.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can
use a bonus action to attempt to grapple the target.

Choke Hold
Beginning at 5th level, a wrestler can attempt to choke the life out of a creature and render them
unconscious. Whenever pinning a creature successfully for 3 rounds, the creature must make a
constitution save, or fall unconscious due to lack of air. Creatures that do not breathe are immune
to this ability.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn

Over Sold Strike


Starting at 6th level, you become able to even deceive your enemies into thinking that your
performances are real. Your unarmed strikes count as magical for the purpose of overcoming
resistance and immunity to non-magical attacks and damage

Ability Score Improvement


When you reach 8th, 12th, 16th, and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cant
increase an ability score above 20 using this feature. OR YOU CAN FOREGO IT FOR A
BONUS FEAT.

Ignore Pain
At 9th level, a wrestler's body proves impossible to budge, becoming a mountain of mass
capable of weathering the angry fists of gods. He takes reduced damage and becoming
impossible to move by any means and being unable to be tripped, bull rushed, or any other
forced movement. Every round where Ignore Pain is active costs a spot point in order to
maintain. The wrestler must be on solid ground in order to use this ability. Your physical
damage reduction starts at one.
At 13th level, your damage reduction is increased to three
At 17th level, your damage reduction is increased to five

Superior Wrestling
14th level, you have studied the art of wrestling and have become adept enough to score a
critical hit on a roll of 18~20.

Master Grappler
At 10th level, you learn how to quickly recover from a missed grapple. Once per round,
whenever you a grapple attempt fails, you may attempt another grapple attempt.
At 15th level, you gain advantage on all grapple checks

Wrestling Style
Maximum spot points for an ability
LEVELS

SPOTS

5th8th

3 spot points

9th12th

4 spot points

13th16th

5 spot points

17th20th

6 spot points

WWE
3rd level Triple German Suplex
You can spend two spot points in order to take a grappled enemy and perform a german suplex
on them. The creature must make a dexterity saving throw, and if it fails, it takes 3d10
bludgeoning damage, and an additional 1d10 for each spot point used, and is prone. On a
successful save, the creature takes half damage and is not knocked prone.
Lucha Libre
3rd level Flying Press
You can spend two spot points The creature must make a dexterity saving throw, and if it fails, it
takes 4d6 damage, plus an additional d10 for every spot point used. On a successful save, the
target takes half as damage and the Luchador takes 1d8 bludgeoning damage as recoil.
If you perform a flying press on a Small or Tiny enemy, Flying press will never miss.